Stat.cs
v4.0
Stat
is a Scriptable Object which holds references to all the data set up with the Stats Module. It implements IHaveUid
and IHaveDictionaries
Stat.cs
public string ObjectName
public string ObjectType
Create a Stat by right-clicking to select the menu option.
/Create/Game Modules/Create/Stat
This will create a
Stat
Scriptable Object in your project. Select that and view the Inspector to begin setting up your data. The name of the Scriptable Object is saved as the objectName
value.Note that names of Stat objects must be unique. The console will provide a warning if there are multiple with the same name.
Remember that the "object type" of any Game Module object is the name of the folder the object is in.

The
Stat
has a few key concepts which are important to understand. The Final Value of a stat is made up of Points, Base Value, and Proficiency. Base Value and Proficiency can be affected by other Stat
objects, or even ItemObject
and ItemAttribute
objects. The math looks like this:A Proficiency of 0 means there will be no modification to the Final Base Value.
Each
Stat
can also be optionally set to CanBeTrained
and/or CanBeModified
. These change how the system deals with the Stat
, and how other objects can interact with it.CanBeTrained
refers to a Stat
which can be improved upon during the game. You can set up MasteryLevels
, any number of which can apply to a Stat
or group of Stat
objects. An example could be Novice, Expert, and Master levels. Each level may have different values, and may have different effects on other Stat
objects.You may have a
Stat
called "Learning", which affects the Proficiency of the Stat
"Experience Mod" (which itself changes how points are allocated to the Stat
"Experience".You may set Learning to
CanBeTrained
, and change the affect it has on ExperienceMod for each Mastery Level. This way, as your player advances, the affect grows automatically.CanBeModified
sets the Stat
as modifyable by other Stat
objects, and ItemObject
and ItemAttribute
objects. Turning this on will allow you to select it when setting up the connections between objects. Objects which are not marked CanBeModified
can still impact other Stat
objects, but can not be impacted themselves.Stats can be "Trainable", "Modifiable", or "Counter". There are
bool
properties in the GameStat
for each of these.Counter stats are those which are neither trainable or modifiable. Generally this means they're being used to count a value, such as "Money" or "Experience".
Stats which are Trainable or Modifiable may be both Trainable and Modifiable.
Select your new object and view it in the Inspector. Here is where you can manage all the details about this Stat. Note there are multiple tabs, each of which provide access to specific, and optional, information.
Main Settings
Stats / Mastery Levels
Dictionaries

Stats are extremely flexible data containers, and can automatically post to the MainBlackboard as well
This is where you can set the main values for this
Stat
, including toggling on/off CanBeTrained
and CanBeModified
. Note that when CanBeTrained
is true, the middle tab will be called "Mastery Levels", otherwise it will be called "Stats".The Points, Base Value, and Base Proficiency values can be set as well.
Points are meant to be user-defined -- points that can go up or down throughout the game, such as assigned "Skill points", or "Experience points", or "Hit Points" etc. Other objects can not modify the Points value directly, the way they can Base Value and Base Proficiency.
The optional "Modified by this proficiency" will allow you to select another
Stat
object which will modifiy any changes to the Points value. In the screenshot, you can see that the selected Stat
is "Experience" and it will be modified by "Experience Modifier", also a Stat
.You are also able to toggle a minimum and maximum value, so that after computing the result, the value will be clamped by these options.
Finally, you can choose whether to round the final value, and how to do so.

Trainable Stats can also benefit from "Mastery Levels", the number of which and names of each you specify for your project, allowing an Actor to advance in their mastery of a Stat being used as a Skill.
If a
Stat
is marked CanBeTrained
, then you can select one of the MasteryLevel
objects you've created from the drop down at the top. Stats
which are not marked CanBeTrained
will show options to modify other Stat
objects, but there will be no additional tabs for various MasteryLevels
.The Copy/Paste options may be helpful when populating values for multiple
MasteryLevels
, so that you only have to enter the structure once.Search for or select a
Stat
from the drop down which will be modified by this object. In this example, our Stat
"Learning" will modify the Stat
"Experience Modifier". Base Value/Proficiency values set here will be constant affects. In this example, an object which has
Stats
will get a 0.09 increase to the Experience Modifier proficiency if they also have the Stat
Learning. Per Skill Point Value/Proficiency will be multiplied by the "point" value of the selected
Stat
, Learning. This means that at a "point" value of 1, the proficiency of Experience Modifier will be increased by 0.1, and if the "point" value was 5, the profiency would be increased by 0.14.You can also add other
Stat
objects as additional Sources for modifying the Target Stats
. More details on this can be found in the documentation on Items. ItemObject
and ItemAttribute
and other Game Module objects can also affect Stat
objects, and use the same options. Each one has a single MasteryLevel
, just like a Stat
object which has CanBeTrained
set false.The Links to other Stats section at the bottom will show you which other
Stat
objects are affected by or affects this one, directly or indirectly. While the Scriptable Objects are shown as object fields, you can not change those values -- but you can easily click them to select the other Stat
objects.
Create Dictionaries entries, and add lists of any type you'd like to quickly access custom information in your project.
Here you can manage the values on the various Dictionaries key/value pairs set up. Each type added to a Dictionaries item is a
List
and you can add and re-order the entires as you'd like.To expose values for modification, you will need to set up the Dictionaries key/value pairs by clicking the "Manage Stats" button at the top of the Inspector. Dictionaries keys are the same for all Stat objects of the same
objectType
.Selecting this button will open an Editor window with additional options which affect all Stat objects of the same objectType.
Main Settings
Mastery Levels
Dictionaries

Here you can view and modify some of the common settings for each of the
Stat
objects of the same objectType
, which you can select using the drop down near the top.
This panel will let you change the selected
MasteryLevels
which applies to all of the Stat
objects of the selected objectType
.Changing this value may force data to be lost, if the number of levels on the new
MasteryLevels
object is less than the current one!!!
This is where you add Dictionaries items to your Stat objects, and set the name each item. You can populate values while viewing individual Stat objects.
Here you can set up the keys available for all Stat objects of a specific objectType. Values and types can be set individually on each Stat.
The Stat can be set to automatically post its values to the
MainBlackboard
, and optionally notify followers as well.
The column "BlackboardNote Subject" lists out what the "Subject" will be when the
BlackboardNote
is posted. The "Topic" will be the GameId()
of the object which owns this Stat
.Keep in mind that ALL objects which have this stat will post the values toggled on here to the
MainBlackboard
. This may not always be ideal, such as if you have many many NPC Actors which have Stats, like enemies, as you may not want all of those posting notes to the Blackboard.The
GameStatList
, which holds your Stats
, has two bools, false by default: forcePostToBlackboard
and forceNotifyOnPost
.If these are true, the stats inside the list will post to the blackboard, and notify, even if the toggles are false in the Inspector. This is useful when you want some Actors to post their stats, but not all.
Last modified 3mo ago